Cite as
Platoon NES manual
Original
https://archive.org/details/platoon-nes-nintendo-entertainment-system
sha256
dd72c5d8c7ae44f258ab22a89a7bb1437a1b75ecd08c8e93fd23216ee87198bb
Archived
https://archive.org/download/platoon-nes-nintendo-entertainment-system/Platoon%20%28NES%20-%20Nintendo%20Entertainment%20System%29_text.pdf
Accessed
2026-11-06
Licence
© 1988 Sun Corporation of America (game design sublicensed from Ocean Software; film licence: Hemdale); scan hosted by the Internet Archive
Credit
Sunsoft; scan in the Internet Archive item "platoon-nes-nintendo-entertainment-system".
Notes
Instruction booklet for the North American NES cartridge. The item gives no year; the scout read the booklet's own text for its dates and credits (see the quote file).

Cited on

Claims (6)

The NES manual's back cover names Sunsoft, a division of Sun Corporation of America, of Wood Dale, Illinois; it says the software rights and game design were sublicensed from Ocean Software, and gives © 1988 Sun Corporation of America. The film's trademark is Hemdale's, and the booklet was printed in Japan.back cover (PDF p. 24)back cover (PDF p. 24)back cover (PDF p. 24)back cover (PDF p. 24)back cover (PDF p. 24)Manual
The NES manual bases the game on the award-winning film and splits it into four stages: Jungle & Village, Tunnel System, The Bunker, and 3-D Jungle.printed p. 2 (PDF p. 4)printed p. 2 (PDF p. 4)Manual
In the NES manual's first stage the player leads the platoon through the jungle to a village, finds explosives to blow up the bridge to it, and searches huts for objects and a trap door to the tunnels. The platoon has five members, each lost after four hits, and the game ends when all five are gone or when six innocent villagers have been shot, which also lowers morale.printed p. 3 (PDF p. 5)printed p. 3 (PDF p. 5)printed p. 5 (PDF p. 7)printed p. 5 (PDF p. 7)printed p. 5 (PDF p. 7)Manual
In the second stage one soldier goes alone through the trap door into the tunnels, shoots guerrillas, and must find the flares and compass the later stages need; there he has two lives of four hits each.printed p. 10 (PDF p. 12)printed p. 10 (PDF p. 12)printed p. 10 (PDF p. 12)printed p. 13 (PDF p. 15)Manual
In the third stage, in a foxhole at night, the player launches flares and shoots guerrillas with an M-16, holding them off until morning; firing gives the player's position away to other enemies.printed p. 14 (PDF p. 16)printed p. 14 (PDF p. 16)printed p. 14 (PDF p. 16)Manual
In the fourth stage the area is to be napalmed in four minutes; the player reaches safe ground and must put five direct hits into Sergeant Barnes's foxhole. Here a soldier is lost after five hits from shots, barbed wire, or mines, and losing two ends the game.printed p. 18 (PDF p. 20)printed p. 18 (PDF p. 20)printed p. 20 (PDF p. 22)Manual